Tag Archives: Social Contract

Ask people why they LARP, and they usually answer roughly the same. The most common answer is their own form of “because it’s fun” or “because my friends do it” and both of those answers are great. Did you know there are actual benefits to LARPing in addition? Examining LARP shows there are many benefits to it that are hidden just beneath the surface. In this series of articles five of these hidden benefits will be expanded upon and detailed. For more information check out the other articles on Education, Networking, Health, and Creative Outlets.

Have you ever heard the phrase “fake it til you make it?” That phrase is more true than you may think. Many social skills can be gained through role-playing as a character who is more socially adept than you are. You will become more confident and more empathic through your characters. We’ll be exploring exactly what that means below.

“You Talkin’ To Me?”

Not what I was originally going to put here, but I couldn’t keep this picture to myself after I found it.

While talking to yourself in a mirror (ala the scene Taxi Driver) is good practice, nothing beats real human interaction for practicing talking to people. When you play a character or NPC that exudes confidence, it will start rubbing off on you. Interacting as the super confident Sept Alpha will help you the next time you have a business meeting or job interview. Giving out orders as the Seneschal of the city can help you be in charge of others at your job. Mediation in a scene can help you learn to accept less than perfect situations that arise.

Leading in character at LARP with no out of game risks is great practice for leading in real life. You won’t get fired from LARP for making risky choices in game, so you can try them out in a safe environment. It helps you gain confidence in your decision making, and learn what you need to improve. Having to speak during a scene that is focused on you helps you improve your ability to do so outside of game. It also helps you learn to withstand the pressure of having all eyes on you. Entering into mediation to resolve a scene faster helps you learn to do it in real life. It helps you learn to negotiate for things in real life and accept that you’re coming out relatively equal instead of completely on top.

It also helps you cope with losing. In a safe environment like this you can learn to cope with losses and be ready to cope with them in real life. Losing in LARP has basically no real life consequence whatsoever. Losing things or people in real life hurts, but learning to cope with it can greatly help you heal and move on.

I Feel You

Feels Guy feels you too

LARPing can also make you more empathic and supportive of your friends. By slipping into another role it allows you to get a glimpse of a different worldview. Maybe you played a Catiff in a Camarilla city and got a taste of discrimination based on nothing but how you were born (or made in this case). Maybe you played a male Black Fury and you experienced some gender-based discrimination. While playing one of these will not give you exact mirrors of real issues, you will start to understand the discrimination some of your friends face.

By taking on these differing personas, you can begin to understand the people around you. Maybe that Catiff is angry and protests her treatment by the Camarilla around her. Maybe that Black Fury rails against the system, or breaks ties with it entirely. Through these experiences you grow more sympathetic to their real world parallels. The expansion of world view through LARP has changed many people. Some of my best friends self-admitted to being homophobic, sexist, racist, misogynistic awful people. Through LARP (and actual education, LARP isn’t a miracle worker) they gained a better sense of others and viewed them as people too.

LARP not only makes you more empathic, but also more supportive, which helps you and the people around you. When your friends have a bad time, you’re more aware and able to help them because you’re more empathetic. This works both ways too, because your friends will also be more empathetic. The support network that LARP provides can be crucial for some people. While LARP is NOT a replacement for professional therapy and medication, it can help to have friends to talk to.

What LARP Can’t Do

Dressing as Sweeny Todd doesn’t give you a cosmetology degree, or make you into Johnny Depp.

LARP is not a cure-all, a magical confidence machine, or a replacement for therapy. While you can become more socially skilled, it doesn’t mean you don’t have to try to become those things. It does not just magically happen nor does LARP ‘fix’ actual mental or social disorders. The benefit involving LARP however is it makes trying take less effort. You’re put in the shoes of different people more often, and you hear stories of other players and characters. You become exposed to 100% risk-free chances to step up, speak out, and change your mind. Through these scenes and chances, you can become more confident or more empathic if you try.

Be sure to check out the other articles on Education, Networking, Health, and Creative Outlets for more ways that LARP can benefit you!

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Anna uses she/her pronouns, is an avid LARPer, and on weekend when she isn’t being a vampire or werewolf she treks out to the woods to beat up her friends with assorted plumbing supplies and birdseed. Outside of LARP Anna is a feminist and part of the LGBTQ* community, console gamer, and is the proud owner of two loving cats with three eyes between them. She can be found on Twitter and on Facebook.

When you ask people why they LARP, the most common answer is their own varied form of “because it’s fun” or “because my friends do it and I want to spend time with them” and both of those answers are great, but did you know there are actual benefits to LARPing? When you examine LARP there are many benefits to it that are hidden just beneath the surface. In this series of articles five of these hidden benefits will be expanded upon and detailed. For more information check out the other articles on Education, Health,Social Skills, and Creative Outlets.

What is Networking?

Yes this, but also not this.

Merriam Webster defines networking as “the exchange of information or services among individuals” specifically for business or employment. Talking about networking, most people picture people in suits trading business cards. Networking, however, is about more than just getting a job. While it can help you find a job, it can also help you with so much more in your life.

How LARP Helps You Network

Digital Networking!

Thinking about the games I play, here is a rough estimate of some demographics of the player bases:

Parents

Graphic Artists

Traditional Artists

Carpenters

College Professors

Retail Workers

Writers

Tech Support

Musicians

Costume Makers

Cosplayers

Law Enforcement

Health Care Professionals

Published Authors

…and more!

Now initially, this may not seem super impressive on the surface. The thing that makes this impressive is the people who know the players. Knowing the parents helps you meet other parents, babysitters, teachers, etc. Knowing artists helps you connect to other artists, people wanting to buy art, and studios. Networking with the other players can help you find other types of people you may need to contact in the future.

Not only can LARP help you form a commodity network, but also one for support. You may meet other people suffering from the same sicknesses or illnesses as you. You may also meet people who have gone through your hardships previously, and who can offer advice. LARP is NOT a replacement for seeing a professional or taking medication, at all. However it can help you with a small bit of emotional support and meeting friends going through the same woes. In addition, speaking with a professional can be a bit intimidating, but having one recommended by a friend can help easy that worry.

But, What Does Networking Do For Me?

Now you’ve got it!

Let’s say you need a babysitter for game night and your normal one is unavailable. The other parents at the game may also be using a babysitter who can watch your kid at the same time. Want to hire music for your event? Your musician player might be a perfect choice to hire, or they may know someone who is. Need something proofread? Your professor friend or writer friends might be able to recommend a good service to use. Require a unique gift made for a special someone? Your artist friends are hopefully available for commission or know an artist who is. Wish you hadn’t ripped your pants? Your costume making or cosplay friends can likely be hired to patch a quick hole or fix a seam.

Networking will also help you find a job or help your friends find one. Say that healthcare professional above says their office is hiring for another CNA (Certified Nurse Assistant). You aren’t a CNA, but you have another friend who is. The two are connected and suddenly your friend has a new job they needed! You might lament at afters that your current job just doesn’t pay enough for the work you do. Another player has a friend who knows of an opening in their company that isn’t posted publicly. You apply and get hired at a new and better job just because of who you know! If you didn’t know the people you did, you’d have never heard about that job.

Networking is Great!

You couldn’t read this article without at least one type of networking!

Networking at LARP will be one of the most useful things you do, and most of the time you won’t even realize you’re doing it! From finding new jobs, to babysitters, to support, and more, it is a seriously helpful benefit of so many different people coming together to enjoy a common hobby. Be sure to check out the other articles on Education, Health, Social Skills, and Creative Outlets for more ways that LARP can benefit you!

—

Anna uses she/her pronouns, is an avid LARPer, and on weekend when she isn’t being a vampire or werewolf she treks out to the woods to beat up her friends with assorted plumbing supplies and birdseed. Outside of LARP Anna is a feminist and part of the LGBTQ* community, console gamer, and is the proud owner of two loving cats with three eyes between them. Find her on Twitter and on Facebook.

Ask people why they LARP, and they usually answer roughly the same. The most common answer is their own form of “because it’s fun” or “because my friends do it” and both of those answers are great. Did you know there are actual benefits to LARPing in addition? Examining LARP shows there are many benefits to it that are hidden just beneath the surface. In this series of articles five of these hidden benefits will be expanded upon and detailed. For more information check out the other articles on Networking, Health, Social Skills, and Creative Outlets.

Wait, LARP helps you LEARN!?

Did you know that during the Civil War, if a lady was unmarried and under thirty, she was never to be in the company of a man unchaperoned? Except for a walk to church or a park in the early morning, she was not supposed walk alone; and should have always been accompanied by another lady, a man, or a servant. How about in 1240, Mongols led by Batu Khan sacked Kiev and killed 48,000 people? Do you know the date the first Black Sabbath album came out? Roughly how many nightclubs there are in the United States? The German word for ‘sorcerer’?

It’s this, by the way.

Facts, Trivia, and Practical Knowledge

The questions above are things that I learned for the characters I’m playing now. I play in Underground Theater, which I’ve only started playing in the last two years. In such a relatively short time period I have learned so much unrelated to LARP specifically because of LARP. For LARPs based in the real world, you end up learning tons of trivia and other fun facts that you can bring out at parties or trivia night and discuss with friends. For boffer LARPs, you may end up researching different weapon types or clothing styles of a particular era. You may even learn how to write some words in another language. When I played a survivalist who would be up at dawn to explore, I researched on different animal tracks so I could identify trails, so I knew if I might run into a dangerous animal, or just a deer.

Or this “human” creature that I’ve heard about.

Expanding Worldviews

Another facet of the educational aspects of LARP is the challenge to your worldview. You will meet many people who have a worldview different than your own, and it can help to expand yours.

Because of where I live and where I grew up, nearly everyone I knew growing up was white. My schools were primarily white or Hispanic students. Most came from lower-middle class, mostly from families where the parents worked in manufacturing or retail. I had a couple of out LGBTQ* friends but I didn’t really know what that was all about. I didn’t know any of the PoC at my school as close friends or even acquaintances.

Even when I went to college my worldview didn’t expand too much at first, but then I joined a D&D game and the DM was always going LARPing. Eventually I decided to check out this LARPing thing and I was hooked! Now I have so many friends who are LGBTQ*, myself included! Not all of my friends are white, and I consider myself much more receptive and accepting of differing world views. I realized that ultimately we’re all people and we share a common love of the game.

When you’re at LARP, you realize that despite all of their other differences, everyone there likes to LARP and you can talk to them about LARP. Being around them when character is broken, at afters, or social events lets you gently become educated on what life is like for them. When you add these friends on social media after the game you get to see what they go through. You learn what they like and what they dislike, which tends to leave you more open to accepting the differences.

However LARP will not help you accept using 7 different fonts on the same sign.

What Else Can I Learn?

There are so many more ways that LARP can educate you, but this is an article and not a textbook. Researching for a character can help you learn more about the world in which we live, and inspire you to educate yourself further. LARP can also help you expand your worldview and make you more open to becoming accepting of other races, religions, gender identities, sexual preferences, relationship types, and even simple stuff such as music preference. Be sure to check out the other articles on Networking, Health, Social Skills, and Creative Outlets for more ways that LARP can benefit you!

—

Anna uses she/her pronouns, is an avid LARPer, and on weekend when she isn’t being a vampire or werewolf she treks out to the woods to beat up her friends with assorted plumbing supplies and birdseed. Outside of LARP Anna is a feminist and part of the LGBTQ* community, console gamer, and is the proud owner of two loving cats with three eyes between them. She can be found on Twitter and on Facebook.

Social Contract 4: Who will be running the game if a Game Master (GM) is needed?

Welcome back, once again! This week the topic is all about that very important job. The job that not everyone wants to do. The one that for some people is shrouded in mystery and veiled by a screen. Of course, this is the role of the esteemed GM or Game Master. However, whether you refer to them as DM, GM, Storyteller, Judge, or any of the other long list of names it all comes down to the same thing. They run the game for the group. From setting up the plot, creating interesting situations on the fly, to not flipping out when things go off the road, the GM is a role with many hats.

Of course, that is, if a GM is even needed for your game. In these days GMless games are gaining in popularity and merit a look as well.

So, this week we shall break down what one is really getting themselves into when they sign on to be a GM, from a one-shot, to a campaign. As with other weeks I will intersperse examples in italics. Looking over the duties of a GM, what all is really needed? What exactly does this position entail?

Judge

Like the esteemed Judge Reinhold , the GM must make quick and fair decisions on the fly with a strong regard for the rules.

This doesn’t mean they have to know all of the rules and I will tell you a little GM secret, listen closely now, we don’t know all the rules.

We don’t and that is okay. However, we DO need to understand them enough to interpret situations as they arise. Interpreting dice rolls and understanding WHEN to call for rolls is a large portion of a GM’s roll (ha!). This will be largely influenced by the game being ran.

D&D has a different way of handling things then say, Burning Wheel. In D&D, by the book will tell you that you need to roll for just about everything, if there is a CHANCE for failure. However, with that in mind, this works well for the D20 engine and that is an important thing to keep in mind. Many times I have heard the following conversation from groups:

I don’t like game X because it uses the X system and that system is bad.

This is a very basic way of determining if a system is good or bad. Look, I personally am not a fan of Hero System

That is MY personal preference. However, I can APPRECIATE what it does. With six editions under its utility belt it does what it does well and has a rabid fan base. The system allows you to create just about any kind of character you can think of. That is its goal, and in that, IT SUCCEEDS!

Why the short diatribe on this? Because, from a GM standpoint it helps to run a game you overall understand and feel comfortable with, as well as making sure it is something you ENJOY! When you enjoy a game, learning the rules and helping others to understand the rules will be easy. You will enjoy teaching the game to the group and that enthusiasm will show in the game in other ways as well.

So, know the rules. Use the rules. Know when not to use the rules, as well.

For some groups part of the first session (besides character creation) is going over the basic concepts for the game, usually rules and setting.

My friend Metal put together a powerpoint presentation for our group to go over and explain Hero System as none of us had ever played it, or even looked at it before. This allowed us all to understand how to make a character and get used to the game system.

So again, know the rules in depth. Not all of them. You never will, and that is okay, however, know them and understand them enough so that you can use them and discard them as needed.

Gameworld

Aside from knowing the rules, the GM will have to create the world and situations the players encounter. Some games have established settings and some don’t. This is really your first question. Will you run a pre-printed setting/module, run your own game within the established setting, or run your own setting all together?

This question isn’t really as daunting as it may at first seem. From a creative standpoint you will know if a published adventure or settings grips your imagination or if the rules make your imagination swim with possibilities. In either case, the GM needs to make the world feel real and tangible to the players. They make the PC’s the center point of the story and have their actions produce consequences that will affect the world they inhabit.

This short section helped us setup the next, which is time spent prepping the game.

Prepping for the game

You have decided on the date, the time, the place, the game, the world, and spent time reading and learning the rules. Now you need to get the plot outlined and ready to run the game. How much is too much?

Let’s discuss that, shall we?

Before looking at this further I want to share something about how I prep for a game. I do this to show one way of doing things. There is no right or wrong way. Find what works for you and use it. For me it starts with the end; more specifically, a scene. I take that scene and figure out how to use it in a game. I then work backward from there. From that scene, I look for a good theme and mood to apply to the whole game.

The mood and theme help me to direct the story I want to tell and give me a focus to come back to once the game starts. KEEP THAT IN MIND!

NO AMOUNT OF PREP WILL SURVIVE THE PLAYERS. ALL OF YOUR HARD FRAUGHT WORK WILL COME TO NOTHING. In fact, Victor wrote about this a couple of weeks ago in his convention game write up.

Keeping things honest here, I was the person who ran the Changeling game he mentions. I will come back to how I could have planned that better. (SORRY FOR THE FRUSTRATION ON THAT, VICTOR!). He also mentions that the Numenera game went off the rails when the GM’s plan for the plot escaped them.

So, to keep this at a minimum I plan a skeleton of a plot and have certain scenes that will happen. I think of these as set pieces rather than hard and fast things that have to go off as planned.

So, really the “prep” for a game will depend on your style. Different people plan differently. Like I mentioned above, I tend to have an overall framework for the story I want to tell. This goes for convention games as well. By not over-planning, I allow the players to really engage the world, and no matter what they do, my story can continue and hopefully the players all have a grand time.

Other GMs I know will have pages and pages of story and plot, and playing will be more reminiscent of the old classic Call of Cthulhu adventures.

This is a true “railroad” game.

This is not a slight on CoC adventures. I LOVE Call of Cthulhu. However, it is a different game than what I normally run. Those who do run games like this have a very hard and fast plot that will happen no matter what. Players will find that they only a few real choices. Again, this is fine if that is the game your players have agreed to play.

My friend Ray ran a Star Wars game that was very much railroad in style. Now, we understood this going in, and to Ray’s credit, when we asked to have more freedom as a group, he gave us that freedom. He had full on handouts and backgrounds for all the NPC’s we would be interacting with, and a very detailed knowledge of the worlds we visited. It was impressive.

On the other hand; unlike my skeleton plot points and Ray’s handouts, there is my friend Bob.

Bob is currently running our group through a Burning Wheel game. Bob will let an idea sit and percolate for a long time. Like a year. He will jot down notes as they come to him. From there, he will then do a character creation session to get the players roles set up for his story. With that done, his real prep is complete. The week to week prep is really just noting 4 scenes he wants to try to work into the game. It takes him all of 5 minutes. It is truly amazing to see him do it.

As you can see, these are very different ways to prep and set up a game. All of which are perfectly legitimate ways to work the GM magic. The point here is to know how much time *you* as the GM will need to put into the game from getting the basic ideas running around in your old hamster wheel onto paper and all the way to getting to that climactic showdown with the adversary and the aftermath.

So, to GM means putting in extra time and effort and keeping up with the ongoing story. It is a demanding role, to be sure. However, it is one that is also incredibly rewarding. Next week we’ll wrap this whole thing up with a discussion on how to make sure the topics covered in the game are not offensive, while still being true to the theme and mood that the GM is trying to bring to the game.

As always please comment and let me know your thoughts either bad or good. Let’s get a good discussion going, and of course, thanks for reading!

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

Welcome back to part two of the ongoing discussion on the social contract that exists in starting up a new tabletop RPG game. Last week we discussed the means in how to help determine the length and frequency that a game group will meet. So let’s recap that very briefly and then build off of that for this week’s topic: Where will the game be played and who will host the game?

Last week the topic focused on understanding how often and how long a group would meet. These broke down into three separate questions

How many days per week/month will the group meet

How long is each session going to last

How long will the story run for

These revolve around the availability of the group and the amount of commitment each member is willing to put in. So, with an understanding and agreement on that; let’s look at the next portion of this contract. I will break this into two sections

Where will the game be played

Who will host the game

As in Part 1 of this series of articles, I will break out examples of how the groups that I game with came to these agreements to create a fun environment for everyone involved.

Where will the game be played?

Before I get into the details, keep in mind that really this boils down to either a playing in a public game or a private/home game. Let’s take a look at the pros and cons of each, shall we?

Public games

Many groups have access to a Friendly Local Game Store often abbreviated as FLGS. These locations overall are great. From having a place to get your gaming gear to meeting likeminded gaming fans they help provide for and grow the community. Many even have space set aside for people to play games. Oftentimes for free. However, there are some things to look at when considering running at a local shop. Let look at those shall we.

Before looking at the issues that may arise, I want to stress it behooves your group to try and game at your FLGS when/if able. This accomplishes many things. First, you will find others who are into the games you are into. I have lost count of the times I have been running a game and someone comes up and says “I didn’t even know that [insert game title] was still available or even in print.” Second, it provides the FLGS business. Should they charge for the game space extend your group’s social contract to the FLGS by showing your support and patronage, if they don’t seeing bodies in the store is good for both the hobby and for business.

Speaking of business; when it comes down to it your FLGS is a business and as such is looking to profit. Support them when possible. Game there, purchase your gaming supplies from books to dice and such directly from them when able. Yes, it can be more expensive; however you are supporting local business and one that is supplying a service you enjoy.

This I plan on covering in more detail in a future article, but needless to say I feel very strongly on this topic.

So, there are the reasons why it is good to game at your FLGS. What are some of distractions one may encounter?

I want it to be noted that a simple lookup on a web site, a call, or even a quick visit during your Lunch Hour to the store can answer most if not all of the following questions.However, I want to point them out as they may not be readily apparent to new groups.

First is hours of availability.If your local shop offers space for people to come and game. Especially, if the store hosts other events. On special occasion days open free gaming may not be a possibility. Really this should be a quick determination if any hours offered will work based on the answer to what days of the week or month the group will meet and for how long.

As an example there are a few stores in my area that offer different times of availability. The main store we frequent is open Monday through Saturday, 11AM until Midnight. They have a great big open area for gaming. You can see half of the area in the above picture at the start of this section… However, looking over their calendar they have many days that are not open for gaming or may be limited. Take a look at a recent week’s list of events:

That is pretty packed. Which is good. However, you would want to reach out to the store and make sure open gaming is okay and that space if available. In fact, Wednesday’s from 6PM to 10PM it even says RPG; however, I can tell you that table space is very limited. So make sure to check before just showing up. Depending on store policy, the staff may even hold a table for your group.

Second is cost. Yes cost. Most stores offer free open gaming, but not all do. Please be sure to check.

There are two stores in my area that do charge for gaming, each in a different way. One charges a day fee. This fee is overall very reasonable and actually very good for groups who like long marathon sessions that can take a whole day. Your group pays the fee and they will give you your own private room that can be securely locked in case your group wants to take a meal break without having to worry about leaving your gear unattended. Of course if you don’t want to pay for this premium treatment, the store does have free, open space.

The second store does charges for any sort of gaming. You can pay a flat daily rate or hourly rate. Each table is semi-private and the staff will watch your things at the counter should you need to leave. Also, this store is open later than any other in my immediate area (until 3AM) which can make it perfect for night owl-style groups. Do note that this store does *NOT* offer any free/open gaming as an alternate option.

NOW FOR THE ISSUE OF NOISE! Woops didn’t mean to yell there. Let’s face it, when you get large of groups of people together things tend to get LOUD! Add in that as other groups get loud that makes every other group raise their volume to be heard as well. This can be a problem for GM’s and players who are sitting next to each other to be heard properly. Both need to hear each other and for the GM especially this can lead to a hoarse voices had by all at the end of a session.
What can be done to fight the noise? Well, looking ahead at the calendar can be the best bet for open gaming area style stores as this will hopefully allow you to schedule around the high traffic days of a store. This may have your group making renegotiations as to how often your FLGS can accommodate your game.

Noise is the main reason why my weekly Tuesday group moved from being at our FLGS to one of the player’s homes. It was so loud that it became a distraction and hard for anyone to really concentrate and overall took away the fun of the game.

Last thing I want to mention here is the subject matter of the game you will be running. Most FLGS are family friendly and as such most will have rules for what kind of conduct is allowed. This can include language, types of games, food and drink to name just a few. So make sure that the game you are running is not going to break any of those rules. I want to stress here also is that what may offend one person may not offend another. So do your homework and cover your bases.

I ran a Demon: The Descent game for about 6 months or so at my FLGS. The game had some mature themes and touched on some adult(ish) subjects. As we were meeting at the store I made sure to convey these subtlety. For my group this worked and we didn’t have any issues with the store in this regard.

On the opposite side of this coin, my Wednesday open gaming table had a few players who while waiting for game to start, had a tendency to make some off-color jokes. When the store brought this issue to my attention I made a announcement to my table about it. It then became a non-issue.

Private/Home Games

Not all groups has an FLGS close to them and, when they do the there is the potential that play space doesn’t sync up with your group’s wishes, or it is just darn noisy. At that point your group will be looking to have a game at someone’s residence. These games are usually referred to as private home games as they are at a private home. This just like a open FLGS game has it’s pros and cons and some other considerations to take into account.

The big one here is who’s house will be hosting the event. Normally the person hosting will have a space that fits everyone and is as close to centrally located for the group. These two things may not always be the case, however.

When my Tuesday group decided that the local shop was just too loud for us we decided to move the game to one of the player’s homes. Luckily, the distance was not much overall for any other players. The space was overall more accommodating and the noise was a moot point as we only had to worry about our own volume.

Note that the Host and the GM are not always the same person. The GM usually wants to arrive before the players to set up the area and get any notes ready for the session. When the GM and the Host are different people, setting a time with the Host as to when players and GM can arrive prior to game start will need to be established.

Expanding on the Tuesday game our Host is not our GM. As such they ask that no one arrive prior to 6:30 pm. This gives them time to unwind from work, eat Dinner and get the area prepared for the game.

Content for the most part with home games is a bit more open. I will cover this more in detail in question five Are there any topics or themes that are to be off limits in the roleplaying setting?

For now just understand that home groups can be a bit more overtly out with adult themes and language, assuming that all present are agreeable.

Finally, one thing I have found among many home groups is that since the host is well….hosting everyone is asked to bring a snack or drinks. Now I am not saying this is always the case it just tends to be the norm more often than not. This is different for each group but something to consider.

My Tuesday game used to rotate who sprung for pizza or would split costs of the pizza and sodas. This assured that food was plentiful and at hand. No need for food runs mid-session or running late due to grabbing Dinner.

As an aside one other thing that really separates a open gaming FLGS group from a private home group is ‘randoms’. What I mean by that is people not regulars to the group joining your game… In a FLGS I promise you people will come up and either watch you play or just simply ask what game you are playing. Do your best to accommodate them, as long as it does not break the stride of the session. This is good. It brings more players into the hobby.

When it comes to inviting people into one’s Home though, most people tend to like to know and trust those people. So, be aware that should someone want to join the group and they are not known to everyone, especially the host it is good manners to check with the group as a whole.

Who will host the game?

This is really about who will provide the space and area for the game. It really has been covered in a roundabout way above. If you find that you are playing in an FLGS, the Host normally will be the GM. They will want to arrive a bit early to make sure that the gaming area is ready to go and set up any maps, get their notes and such in order before the players arrive.

When the the game is being held at a home the Host normally will be the owner of the house the game is taking place at. In these cases, the Host will let everyone know when they can arrive and set expectations on food, beverages, noise and such as well.

Well time and place as well as host have been decided. Man can we please get to just playing the game already?

Hold onto your dice, there Mr. Gygax!

We need to cover a few more topics… The big one in fact is next. What game are we going to even run? After all this work finding a place and deciding on how long it will last. It is up to everyone to decide via group discussion what setting we will be adventuring in. That shall be decided next week, in Part 3 of this 5 Part series..

Please let me know if you have any questions or comments. I would love to hear your thoughts on pros and cons of FLGS games versus home games. Any points you feel I missed or disagree with? Let me know. Any points you liked? Let’s get a discussion going and as always thanks for reading.

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew

*Note, all opinions are the opinions of their respective Authors and may not represent the opinion of the Editor or any other Author of Keep On the Heathlands.

So you and your friends have decided to try out this “RPG” thing. Your groups want to give it a try and see what all the buzz is about. Before you go diving in, there are some steps that, as a group, you all must take into account. When deciding on a new game I recommend that 5 questions need to be addressed and answered. They are as follows:

1) What is the time frame we are all willing to put into the game?

2) Where will the game be played and who will host the game?

3) What game will the group run?

4) Who will be running the game if a Game Master (GM) is needed?

5) Are there any topics or themes that are to be off limits in the roleplaying setting?

Each of these will be covered in a future article over the next few weeks.

Don’t worry! I will give examples of the discussions, in italics, that should be taking place for a satisfying gaming experience to be had by all. I also highly recommend reading over Josh’s excellent entry on using gaming as a form of dialog. That Blog Article touches on many ideas that I feel are also central to this thing I call the Social Contract.

1) What is the time frame we are all willing to put into the game?

The first thing you need to decide is how much time your group is willing to set aside for a game. I start with this question as it sets the stage for the rest of the questions to come. This helps to set expectations. Everyone involved will be aware what time requirements will be required in order to take part in the game, either as a player or a GM. Once the time factor is decided, there are three sub questions with regards to time frame. These are as follows:

1a) How many days per week/month will the group meet to play the game?

2a) How long is each session going to last?

3a) How long will the story run for i.e short arc vs. campaign?

Looking at that first sub question: How many days a week/month will the group meet to play the game? Sure it sounds silly but it’s one that must be noted. For 99.999% of groups this will be easy to determine based on schedules and other commitments.

For example, I have a few ongoing groups and these groups meet not only on different days of the week but also with different frequency. One of these groups meets every Thursday in person. Another one of my groups meets every other Saturday via Skype. The point is different groups with different agreements and expectations of when and how often they will meet.

Now we know when we will meet. How long can we meet for? This is important for many different reasons. The main one being making sure that the GM running the game has enough content prepared and ready to fill the agreed timeframe.

There is a ratio I use to determine how many hours I like a session to last depending on the number of players. I will go into that in a later entry. For now just understand that your GM will spend time out of game putting together the story.

That is if a GM is needed. Just wait I will get to that under the “what game will the group run” question.

While the timeframe for how long each session will last is important for the GM, it also helps the players. For me it lets me know who many scenes I can expect to be in or be center stage for. This is another topic which I will touch on in a later entry but, a player should have at least one scene highlighting her or his character. From a standpoint of length of each session this means that one can roughly determine how long your scene will last. This can help to keep the story moving along and prevent players from monopolizing both scenes and time.

Now we know when we will meet and how long each session will last. What is the time frame for the game we are playing? How long will this story last? This is important because life has a tendency to interfere with gaming. Some groups like to do a series of one shot games (think of these like a sketch comedy show, that always uses the same actors, but in different roles each episode), others a mini-campaign of 6 or 7 game sessions (this is like a television mini-series) and still others like massive year-spanning campaigns (an example of this would be an hour long Drama’s entire series production run).

What will work best for your group is part of the contract, for example, your group decides to dedicate your free time once a week for 4 to 5 hours per session, what is the end date for this particular game?

I have played in plenty of one shot style games where a whole story is told in one session. On the extreme opposite of this I ran a decade-long Vampire: the Requiem game that started from the time the main 1st edition book was released in 2004, and ended in 2014. … yes we met weekly.

Both of the above examples show two very different games in terms of length of story. Knowing how long that story will go on for will help in deciding what the group as a whole can commit to.

With regards to the Vampire game mentioned above I had plenty of people who shied away from it because it was both daunting to them and they didn’t want to commit to something like that in terms of length.

Also, knowing the length of each story or campaign allows the possibility for players to rotate who runs the game as GM.

For example, both my Thursday and Saturday groups mentioned above rotate between GM’s. Once one story is finished another GM will step up and run a game. Each campaign runs about 5 or 6 months on average. This for us helps with a few things; one, no one person gets burnt out on running and never getting to play, and two, it allows us to try many different and diverse games.

Make sure everyone is okay with both the frequency and length of the game. Yes, you will need to be willing to make compromises; so make sure those diplomacy stats are high and not used as a dump stat.

In recap, we have an understanding so far of what frequency we’ll be meeting and how long the game we are going to run shall last. With one big question out of the way we can tackle the next one:

Where are we doing this thing at anyway?

Where indeed?

That I shall cover next week…

Scott is a true analog gamer doing everything from pen and paper RPG’s to board games and everything in-between. He started out with Advanced D&D 2nd edition at the age of 10. From there he likes all genres and types, from the well known big names to smaller indie print publishers. Scott is Vice-President of The Wrecking Crew